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Use power in wide angle bonus instead of threshold
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osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs

Lines changed: 2 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class AimEvaluator
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{
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private const double wide_angle_multiplier = 1.5;
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private const double wide_angle_multiplier = 1.95;
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private const double acute_angle_uncomfy_multiplier = 1.8;
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private const double acute_angle_comfy_multiplier = 0.205;
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private const double slider_multiplier = 1.4;
@@ -103,11 +103,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
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acuteAngleBonus *= angleBonus * DifficultyCalculationUtils.Smootherstep(DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.AdjustedDeltaTime, 2), 300, 400);
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}
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// Rescale wide angle bonus to reward lower spacing more
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double velocityThreshold = diameter * 2.3 / osuCurrObj.AdjustedDeltaTime;
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double wideVelocityBase = Math.Min(angleBonus, velocityThreshold + 0.4 * (angleBonus - velocityThreshold));
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wideAngleBonus = wideVelocityBase * calcWideAngleBonus(currAngle);
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wideAngleBonus = Math.Pow(angleBonus, 0.5) * calcWideAngleBonus(currAngle);
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// Penalize angle repetition.
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wideAngleBonus *= 1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3));

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